RECENT EDITS
------------
9.13
Hell civ deleted, adds to regen problems and hogs event space.
treaties edited and set.

9.28
stats on ashby beefed up slightly
starting cash increased.

Events space maxed out.
Dragon, A7, Imperial Walker are all unused... for now.  Possible fortress goodies.  
scenario tech paradigm =15
start date = 24149
cloyne and ashby roles set to 2 / naval superiority...hopefully prevents ai build.

9.29
too many darn units!  make ALL units more expensive! especially gun nuts
increase trade, gold, etc.
move cloyne and ashby start position to outside of city?  definitely up move points.
make east palo alto bigger so it isnt easily destroyed
units.gif modded to show tower and prison health bars
beef up rambo

10.04
enable Chateau Collective and related Onngh Yanngh tech...stick it somewhere in the tech tree.  such as after co-housing.
WLTKD in berk and santa cruz are cancelled first turn...fix this shit
beef up cheech, dragon, imp walker.  figure out some way so they dont get killed by jebus
actually they are suicide attacking the mountains...change unit role?  moved them.  also reduced cost to make them more easily bribexored.  
Cheech wizard event space needed - events deleted - move unit to offshore island.  Maybe alcatraz?
change infrastructure icon (pink)
Rambo makes earlier arrival.
JEBUS gets too much dough - give them more country clubs.  Californians don't... up value of university terrain.

10.05
More trees!  every turn.
improvements made cheaper to build.
starting cash reduced for jebus and californians
san quentin moved so it doesnt get bribed.
up movement of nerds, activists, etc. and trees.
reduce SF population so there's no pop loss first turn.
reduce number of units in south SF
change san quentin to a NONE unit

10.07
Defensive units beefed up.  Heck, all of the CA buildable units beefed up in response to difficulty of game.  

2.8
Defensive units made cheaper
Trees made scarcer.
Transit added, graphics changed to stand out more.  
Beef up peacemobile power.
Some minor renaming.

2.19
Give Fremont more production and home new peacemobiles to it.  
Make Tesla Portal accessible only via water.
Peacemobile move up to 5 so they can get between cities in 1 turn.

2.26
Cloyne and Ashby beefed up
Trees made rarer
Peacemobiles weakened
urban and greenfield house more ppo
No building businesses - must plant forests
contractors more expensive
Cloyne levels 5 and 6 to revert to land units
Giant molehill appears since its in trireme slot - made it killable.

2007.1.6
Tesla Portal needs to be a size 2 city to allow conventional capture
also move the water a bit back so troops have to be landed and ambushed by tanks
Actually- remove the water- too small to build ships- add barrier of a barbarian prison in fortress.  EDIT water enlarged.  
Provide businesses in central valley to boost production
San Andreas should not be capturable- give it a moat. EDIT resolved by changing Bush II kill tag to city capture trigger
Metallurgy (Met) causes rambo to appear as barbarian - investigate further.. also ashby level 2.  add new unit.
Move Fenwick Tower to A7 slot.  replace with hostile sea unit.  such as the dragon.
Move Rambo to dragon slot, replace with SUV.  

citizens need only 1 housing.  production adjusted to match.
woods now generate more trade, urban areas don't anymore.  
set tax to 50, science to 20 so no immediate tech researched
Finish describe.txt

2007.1.7
change enemy jets to bombers and up defense for more air combat
fewer forest resources
Edit advice.txt

Scenario start
------------------
scenario tech paradigm = 8
years per turn = -1
start date = 24149
turns = 360
no tech from conquest
name is Pax California

TO DO
----------------

Targets
------------
**UNITS
+NIMBYs - tech  16,34  18,32 17,33
+G-1000 -tech  78,14
+Dragon - CA Dragon
+G-X - tech
+Ahnuld - cash
+Cyberdemon - dumb message
+Emperor - city of san andreas self destructs, replaced by rubble 87,35
+Conan - Ahnuld
+Tank- Peace Mobile (in Fremont) 36.52
+Cloyne - Cloyne (in SF)  20,36  presidio 16,32 bodega 6,6
+Ashby - Ashby (in SF)
+Ultrachurch - rubble NOT USED
+Cheechwiz barbarian - Cheechwiz CA  51,69
+Cheechwiz CA - Cheech Wizardry
+Dark Tower- gives Jebusland Cyberdemon obsolescence tech
+Bridge Crew- regenerates 77,79 89,77 70,0

**CITIES
+RWC- EA Games
+Livermore - Inland resources and resettlement activated, Atomic secrets killciv Texans
+West Butte - Crystal gold, Second Coming
+Tesla portal- arcane arcana
+Muir Woods - Tree 10,22 Tree appears here regardless but city must be captured or taken.
+Sacramento - 10th Crusade - lots of stuff generated
+Milpitas - cash 800 or -400
+marysville - 85,3 jets  otherwise black helicopters

**TECHS
+World Govt - black helis 15,33 16,34 18,32
+MMORPGs - dragon
+Decriminalization - Warmongering
+Cultural Industry - Ownership Society activated killciv Americans
+Humon Cust. - G1000
+UC Marin - Govtron, 24,22 uc 23,19 gtron
+Cultural Industry - Conan
+Technocracy - Cyberdemon in hayward swamps 32,52 33,53	33,55 31,49
+The Big One - Bridge Out, Bridge Crew at 77,79 89,77 70,0
+golden gate 14,28  15,29
+baybridge 22,36 23,35 24,34
+san mateo 24,46 26,46
+dunbarton 29,51
+san rafael 25,27
+vallejo 37,25
+martinez 39,29
+antioch 54,34
+Fenwick Tower
+Rochdale III

**GENERATORS
+Davis, some other city - mad cow 65,9
+Marysville - jets every turn with Warmongering  
+Sacramento - mammoth tanks every other turn 78,14
+(various cities) - mammoth tanks every turn with 10th Crusade
+auburn 88,10 modesto 87,61 merced 87,75
+Second Coming - battleships at Stockton 77,51, mammoth at San Andreas 87,35

**OTHER
Turn 1 - some info
+Turn 25 - rubble cleared to creat Ultrachurch NOT USED
+Turn 125 - Ominous Rumbling Noises
+Turn 4 message 7 unit - Rambo 6,6

TERRAIN
*-Use Glacier terrain for Universities, link with tech "UC Merced, etc."
*-Straight rivers = tunnel
*-Corner rivers = downtown SF, overlay onto University
*-airbase- use with vertical RR for Sutro Tower
*-?- diaganol NW-SE river tile overlay on University
-Take advantage of fractional movements
-Movecost 171 is equal to road
-Movecost 342 is equal to twice that of road
EDIT: don't do this it messes with a lot of stuff

-special resources
*-bridge- traffic
*-water- boats- changed to blank easter eggs
*-greenfield- different kind of farm, makes checkerboard
*-woods- communes

*-Single RR tiles are open- LEAVE BLANK in case of pillaging

*-huts = walmarts
*-Greenfield housing exists but cannot be built by player or AI.

Overlay layers, top to bottom:

Units
Fortress/Airbase
Pollution
Mining
Roads/RRs
Special Resources
Rivers
Irrigation
Terrain

Mineral quantities are upped to increase pollution.
Food (housing) constant
Trade constant

CITIES
-use electric age for Jesusland
-start California at Info Age, research to get to Bio Age

TECH
-Use change terrain functions to build more Universities. (Glacier)
-use Function Changed tech to obsolete wonders that are used as identifiers rather than for actual functions

-At certain turn Terrain civ gets a tech.  
This tech allows research of another tech with high desirability, that triggers earthquake.
-(Event) Earthquake- based on recievetechnology, causes changeterrain to water
-Rebuild the Bay Bridge- given at time of earthquake, enables New Bay Bridge
-New Bay Bridge- research this, reverts terrain to bridge
-Function also works for other bridges

-new option- earthquake creates caltrans unit

-associate techs for leveling up character units

-tech research to construct arcology off Yerba Buena island, enable spaceship construction

-two techs to two third party civs that obsolete certain wonders- destroy these civs midgame to boost AI defense. 

-DON'T USE
-Ironworking- to allow for future barbarian huts
-Radio - airbase can mess things up

-MUST USE- give to someone at beginning!
-Gunpowder
-Industry
-Guerilla War
-Mobile War


IMPROVE
-granary = architect

-supermarket = urban designer
-aqueduct = city planning
-sewers = regional planning

WONDER
-workshop = upgrader for characters
-suffrage = robot soldiers
-great wall- activate for jebusland halfway through - located in specific city - disabling tech is in hands of fourth civ which gets killed off.  great wall city self-destructs on capture.  

Dummy Wonder List - 8 total
New United Motor - Fremont - converts tanks to peacemobiles
Beale AFB - Marysville - jet generator
UC Davis - Davis - cow generator
Smiley's co-op - Berkeley - does nothing
*Tree Huggers - Muir Woods - tree generator
*Temple of Humanity - some location in mountains - event tech
Great Mall - Milpitas - event cash
Crystal Deposits - event tech
EA Games - RWC - event tech

UNITS
-character 'level-up' unit, uses techs, capturing cities, etc. to replace lower level with higher level unit.  not sure if location can be coordinated.  or use workshop with upgrading.  First upgrade by research, later ones require capturing cities or taking out a unit.
-Sutro Tower unit since airbase generates RRs
-Terrain is defense oriented- have the units take this into account.
-exploding cow generated at Davis

-model Napa wine with something- a unit tile.

-mountains as units as in rotk scenario
-multitile boss unit for final battle- when a section is killed, spawns powerful attack unit.  doing this levels up character.
-Put Giant Mecha in the nuke slot to get the diplomacy text.

-both sides get diplomat unit.  player side disabled from stealing tech through 


Unit development:
-Activists- low attack, good defense, cheap
-

Barbarian units:
-Archer slot- merc1
-Rifle slot- merc2
-Partisan slot- hut1
-Fanatic slot- hut2
-Horse slot- rebel1
-Chariot slot- rebel2

Mountains need double placement to prevent bribing



MAP
-from SF Bay Area out central valley

EVENTS
-give fundamentalism, a no,no tech, to Jesusland at beginning by event.
-provide for quest using two or three character units from Bay to Mountains.


